For one, you’re no longer alone in this big wide universe.
For Peiffert and his team, however, it’s been anything but a smooth ride.
“It required quite a lot of iteration to get the balance right.

For a while, the game was both a roguelike and an RPG but wasnt any of them either.
At some point, it was clear we had to make a drastic choice.
From there, we tweaked the difficulty and the pacing accordingly.”

Our artists did a great job to make the weirdest biomes that look both amazing and threatening.
Thats what exploring space is about."
These exploration section don’t give you completely free rein, mind.

“Those diseases would then spread around to other crew members in the spaceship.
That idea sprung in 2019, before the Covid-19 pandemic.
We eventually cut it out as it wasnt really helping the design overall.”

That was Sigma Theory.
Thats exactly how you would manage the crew of a spaceship.
All on the same boat.

“Im naturally an introvert.
And I think Ive, unintentionally, included those lessons in my games.”
“If Out There came out on mobile first, it was an accident,” he says.

“I always wanted to make PC games from the get-go.
Eventually, that technical limitation turned out pretty well as it was a huge success on mobile.
Except for Out There: Chronicles.
But who knows, Chronicles might come to PC someday.”
Indeed, Peiffert is far from being done with Out There.
Im really excited to keep exploring the expansive lore weve developed in any form or media.
The fact that I can simply ask myself, ‘how could we make Out There bigger?’
is such a privileged position, Im cheering it as much as I can."